It actually looks really promising, although 1 thing that I wonder about: Below the cockpit, on both wings, there are 2 areas which use the same texture as the engines at the back, I think those 2 areas could use a different type of texture instead, unless those are meant to be sort of "backwards thrusters" or something like that.
The trick with good texturing is to visually identify patterns within texture(s) and finding better matches within geometry similarly identifying patterns in geometry, like a trim block in texture to match a strip of polygons forming up a line or a curve in the mesh (borders in cockpit, bevel/emboss borders, etc). Ideally arranging these patterns relatively uniformly and avoiding mapping distortion between uv projection and geometry shape. It can be further improved by smart use of uv mirroring so as to repeat pattern in texture back and forth and making a seamless loop, this is particularly common trick in dealing with cylinders and geometric strips that loop back.
I was skeptical at first until I saw 7 hardpoints (which I'm glad there isn't any on the top wing)
It's cool, especially how the engine is built, hopefully all three wings retract in cruise - that'd be lovely.